Welcome to Librarium Online!
i've never played WHFB but i've been playing 40k for a number of years. here's my attempt at a versatile list. all comments/criticisms/violent disagreements welcome.
Glade Guard Unit 1
-Lord's Bowman (12 total)
Glade Guard Unit 2
Glade Guard Unit 3
6 Glade Riders
Scout Unit 1
-Banner Bearer w/ Saemrath - The Banner of the Zennith (anti-marching one)
Scout Unit 2
LORDS + CHARACTERS
Spellweaver (level 4)
-A Pageant of Shrikes
-Moonstone of the Hidden Ways
-Waywatcher Kindred (to join first waywatcher unit)
Welcome to Warhammer Fantasy. If you plan on doing wood elves, congratulations. They are a hard army, but a fun one.Originally Posted by FPDIn my honest opinion, I like this part of the list except for two things. Glade riders almost HAVE to have a musician (flee reaction to charges, +1 rally, can move and shoot again after rallying) and I have found that dryad champions help out a good deal, as they are slightly better than more other champions (with their ward save and attacks) and in a challenge have a chance of getting overkills--but you should outnumber and auto-break any opponents anyway, judging by your archers).Originally Posted by FPDHere is where you went wrong. I would NEVER pay 162 points for 6 single-wound no-save models. Against opponents with range/spells, you drop like gaunts. I would drop the lord's bowmen and the banner. As for teh wardancers, I have never used mine yet so I can't say how good they are 12-man units, but I suggest banners before musicians unless you are trying to get the +1 to rally (or unless they can't take them--I dont have my book with me).Originally Posted by FPDAgain, 150 points on 6 or less models.Originally Posted by FPD
I'm not a fan of taking the champions here, they are already too much of a pointsink. These guys can be fun, but remember that they drop fast. If you are playing against say, a chaosknight/empireknight/brettonian army, by all means keep them. But in a casual all-comers list, you might want to reconsider the points [To take maybe a unit of eternal gaurd].This is the biggest problem I have with the list, no offense. I don't like the new woodelf wizards, I suggest taking a highborn instead of a spellweaver. Giving him a magic bow (hunters talon or bow of loren) then magic arrows (causing panic at a single casualty is a good thing, also the no armor saves murders knights more than your waywatchers ever could. As for the noble, waywatcher kindred is too many points for basically another waywatcher (he only gets 1 shot/turn for over 100 pts). The only time his statline would mean anything then is in combat. And if that unit is in combat they lose (at that point they are the same as scouts, just much more expensive). Try giving him the alter kindred instead and the bow of loren (let your lord have the hunters talon), then make him runn around behind the enemy lines. With his 18" move, he can march block MUCH better than your scout unit. If you still need a wizard after dropping the lord, I suggest taking a spellsinger, keep it level 1, and give it two dispell scrolls.Originally Posted by FPD
how's that look?Originally Posted by FPD
One thing, tho: Scouts count as CORE, not as SPECIAL.
Use Light, Beasts, Metal instead of Heavens
NecroLords: Use at least one Death Mage
Brets: Use Peasants&Damsels
Skaven: Don't use Skryre SAD
I wonder about the size of the wardancers' unit. I've only run 1000 and 1500 pt lists and never more than six wardancers (just because that's how many came with the army box). Six wardancers will get a lot of attacks. Twelve might be overkill, for lack of a better term. Let's say you attack the flank of a unit that is four ranks deep and on 20 mm bases. That will give you at most six wardancers in contact. The other six are useless. Sure, they'll bolster the ranks for when some of the ones fighting die, but is that worth it or just too many?
Also, as a skirmishing unit, 12 guys is a lot to move around. I must admit, that I sometimes run my ghouls at a unit size of 12, but they're a lot cheaper than wardancers.
So I can see how that would be good to have 12, but I can see how it might be too much.
It looks better now, I will admit. Your glade riders just need to get close enough to the enemy for them to think they can charge it (get within say, 6") and have your dryads move into position to charge a flank/rear after they move. If he does charge you, shame on him--flee reaction with the cav and then have them run off to focus somewhere else (rallying quite easilly with the musician now).Originally Posted by FPD
The eternal guard give a good chance to survive when the enemy comes close, with a unit that large they actually could hold up any unit for a long time (if a character is with them, they wont die much at all--stubborn is a good thing). That, and I love the models.
Your characters are nice now, your alter-noble runs behind the lines and unloads 4 shots a turn, while your general can get an armorpiercing shot every turn (OR if you want overkill, you can make the highborn the alter kindred, with the bow of loren and a slew of magic arrows, 5 ignoring armor-arrows a turn tend to hurt the enemy, but if it were to die to skirmishers (it is alone) free 100 points, and the noble would have to be the general (he can join the eternal guard)). But thats just if you play the list like I do, for things to really throw the enemy off (seriously, no one could EVER see that coming ["Oh, its just his general, even he can't do too much to might knights"])
Anyway, on topic again. I like the list now, the scroll-caddy, the powershooter, and the dog-archer--all leading their army of many archers and other surprizes. I think if played right, this list could do some real damage. You just have to worry about magic heavy armies and skirmisher heavy armies. They tend to ruin woodelves.
Thanks for all the input. Good call on the scout thing i may drop a few dancers and grab a few more GG or EG.Nobles have 3 attacks(shots), Highborn have 4Originally Posted by Aristonethat's what the hunter's talon is for: pick off the magesAnyway, on topic again. I like the list now, the scroll-caddy, the powershooter, and the dog-archer--all leading their army of many archers and other surprizes. I think if played right, this list could do some real damage. You just have to worry about magic heavy armies and skirmisher heavy armies. They tend to ruin woodelves.
Why aren't you fielding a Standard in your Eternal Guard unit? I would suggest trying to find the points for a treeman, but I understand he won't be released for a while.
The second list looks much better, but I would alter the characters further....
Hunters talon isnt such a great bow, and arcane bodkins are 100% better than starfire arrows... you have plenty of core units and not so many special units, so what I would do is give your highborn the alter kindred, bow of loren and arcane bodkins (5x shots that ignore armor, woof!), have the noble as a battle-standard bearer, give him the war banner and stick him with the eternal guard (who are now specials) and find some points to trim off somewhere else, such as from the scouts or waywatchers.